﻿/*
 * MIT License
 *
 * Copyright (c) 2018 Clark Yang
 *
 * Permission is hereby granted, free of charge, to any person obtaining a copy of 
 * this software and associated documentation files (the "Software"), to deal in 
 * the Software without restriction, including without limitation the rights to 
 * use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies 
 * of the Software, and to permit persons to whom the Software is furnished to do so, 
 * subject to the following conditions:
 *
 * The above copyright notice and this permission notice shall be included in all 
 * copies or substantial portions of the Software.
 *
 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR 
 * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, 
 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE 
 * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER 
 * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, 
 * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE 
 * SOFTWARE.
 */

using System.Threading;
using UnityEngine;

namespace Loxodon.Framework.Binding
{
    public class UISynchronizationContext
    {
        [RuntimeInitializeOnLoadMethod(RuntimeInitializeLoadType.BeforeSceneLoad)]
        static void OnInitialize()
        {
            context = SynchronizationContext.Current;
            threadId = Thread.CurrentThread.ManagedThreadId;
        }

        private static int threadId;
        private static SynchronizationContext context;

        public static bool InThread { get { return threadId == Thread.CurrentThread.ManagedThreadId; } }

        public static void Post(SendOrPostCallback callback, object state)
        {
            if (threadId == Thread.CurrentThread.ManagedThreadId)
                callback(state);
            else
                context.Post(callback, state);
        }
        public static void Send(SendOrPostCallback callback, object state)
        {
            if (threadId == Thread.CurrentThread.ManagedThreadId)
                callback(state);
            else
                context.Send(callback, state);
        }
    }
}
